L L4D2node

CEntityFactory<CEnvScreenEffect>::Create

0x00696200 · 87 bytes · __thiscall

_ZN14CEntityFactoryI16CEnvScreenEffectE6CreateEPKc

Decompiled

undefined (2 params)

/* CEntityFactory<CEnvScreenEffect>::Create(char const*) */

CBaseEntity * __thiscall
CEntityFactory<CEnvScreenEffect>::Create(CEntityFactory<CEnvScreenEffect> *this,char *param_1)

{
  CBaseEntity *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = CBaseEntity::operator_new((CBaseEntity *)0x448,in_stack_ffffffe8);
                    /* try { // try from 00696221 to 00696225 has its CatchHandler @ 00696257 */
  CBaseEntity::CBaseEntity(this_00,false);
  *(uint *)(this_00 + 0x14c) = *(uint *)(this_00 + 0x14c) | 0x80;
  *(undefined ***)this_00 = &PTR__CEnvScreenEffect_00c80028;
                    /* try { // try from 00696239 to 0069623d has its CatchHandler @ 00696269 */
  CBaseEntity::DispatchUpdateTransmitState(this_00);
  (**(code **)(*(int *)this_00 + 0x78))(this_00,param_1);
  return this_00 + 0x24;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)